#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 7fb9a62472e80c0f // Used for: Fixing grass flattening when VK_EXT_custom_border_color isn't supported by the driver // usesIntegerValues: false // special state 0 0 0 0 0 0 0 0 0 // Color buffers: // Color0: 64543x15 at 0x42a99800 fmt 001a tm 4 // Color1: 2055x0 at 0x3d112e00 fmt 0820 tm 1 // Color2: 31823x57 at 0xf5593000 fmt 0816 tm 4 // Color3: 31823x57 at 0xf5593000 fmt 0816 tm 4 // Color4: 31823x57 at 0xf5846000 fmt 0001 tm 4 // Color5: 31823x57 at 0xf528a800 fmt 001a tm 4 // Color6: 0x0 at 0x3cda7100 fmt 0816 tm 3 // Color7: 64671x224 at 0xf4e91800 fmt 0806 tm 4 // start of shader inputs/outputs, predetermined by Cemu. Do not touch #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[1]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; // end of shader inputs/outputs int clampFI32(int v) { if( v == 0x7FFFFFFF ) return floatBitsToInt(1.0); else if( v == 0xFFFFFFFF ) return floatBitsToInt(0.0); return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); } float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } void main() { vec4 R0f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R127f = vec4(0.0); float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); float PS0f = 0.0, PS1f = 0.0; vec4 tempf = vec4(0.0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; R0f.xy = (texture(textureUnitPS0, R0f.xy).xy); // TEX_INST_SAMPLE OffsetXYZ 00 00 00 // emulate border color (0.5,0.5,0.5,0.5) if(R0f.x <= 0.0 || R0f.x >= 1.0 || R0f.y <= 0.0 || R0f.y >= 1.0 ) R0f.xy = vec2(0.5); // 0 R127f.z = (R0f.y * 2.0 + -(1.0)); PV0f.z = R127f.z; R123f.w = (R0f.x * 2.0 + -(1.0)); PV0f.w = R123f.w; // 1 PV1f.x = mul_nonIEEE(-(PV0f.z), intBitsToFloat(uf_remappedPS[0].z)); PV1f.x = clamp(PV1f.x, 0.0, 1.0); PV1f.y = mul_nonIEEE(-(PV0f.w), intBitsToFloat(uf_remappedPS[0].z)); PV1f.y = clamp(PV1f.y, 0.0, 1.0); R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].z)); R0f.x = clamp(R0f.x, 0.0, 1.0); PS1f = R0f.x; // 2 R0f.y = mul_nonIEEE(R127f.z, intBitsToFloat(uf_remappedPS[0].z)); R0f.y = clamp(R0f.y, 0.0, 1.0); R0f.z = PV1f.y; R0f.w = PV1f.x; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }